I'd also say it depends on quality. For the average bulky and cheap mass-produced hoodie with added logo, I'd probably only pay around ~$20-25. For for a decent form-fitting hoodie that won't quickly loose it's shape or unravel, I'd easily pay around $40.
I will have to give this a go. My main problem in jumping from photoshop to any other painting program is that nothing handles layer functionality and masks quite as well as photoshop, both of which are super important for quickly getting ideas out that you can iterate on rapidly.
Joop nailed it, youre describing a similar aesthetic not actual reuse. Reuse is common though, for example studios often build libraries of assets. Outside of games and movies? Well, what exactly are you looking for? Architects probably keep prefabs between projects to quickly prototype with etc.
Hah, that hurts. I was specifically thinking about skeletal land marks when sculpting, I guess that was not enough. I took your advice and it quickly highlighted trouble areas with the sculpt, so I'm going to go even further and sculpt the entire skeleton. Updates soon.
Yeah this is just a test render and I used fraps to quickly capture it. I did know about the feature but haven't really tested it. I gave the matinee video recording a go, and that one dropped some frames here and there. I hope the screen-dump method is smooth.
I think what sucks the most is that the manufacturers are now getting screwed, because amazon and other sites are getting flooded with bad reviews because of this douche bag solo PR guy. Its a great little device that helps the industry. Gamers shouldnt knock it so quickly.
Got some updated screenshots to show :) Got some problems with the grass shading. Don't know what is causing it. Still have couple of things to add, Foliage, some textures and quickly redo couple of things so they fit better. Feedback would be very much appreciated :)
This scene was created last year as a test to create low poly assets quickly, modelling and texturing took 1 hour 30 minutes. I know its not that low poly depending where it would be used, but it was before I set myself along the gaming industry pathway.
and because of the image limit, a second post: And a new highpoly wip that I have worked on a bit now and then the past 1,5 week, a lot of parts are still in blockout stage. Quickly rendered in marmoset2. concept: http://halofanforlife.com/wp-content/uploads/Rail-Gun-concept-Sparth.jpg
Sometimes you'll make a mistake when removing edges that leaves behind vertices on the mesh, turning on vertice display or activating sub-d shows you where these are fairly quickly too. That's once instance I can think of where you can get unwanted verts.